I didn’t believe that I can do it until this moment! Here is my compo-entry LAST ARK

Roguelike survival about artificial life in deep space after the end of the Earth.

This is a point & click game.
You manage oxygen consumption, energy, health and resources. Your goal is to find a planet suitable for living. When you have landed at the planet – the game is over. So choose wisely. Check planets info to figure out if it’s good or not. The far you travel, the higher chance to find an appropriate planet you have.

Lot’s of visual progress since my last update! Got a nice HUD up and running with various useful informations. Now, though, the thing I’ve been avoiding, which is to make items interact-with-able. First picking up and dropping, then equipping weapons. Then I’ll need an enemy. Then attack. Then a million other things! Aaaah!

I got stuck with some nasty bugs for several hours right after my last update and ended up bashing my head against them for hours before giving up, deleting several hours of work, and redoing the sections from scratch. It’s sad and frustrating, but I’ve now got it working so that I have a dude who can walk around, bump into walls, open doors, see around himself, and remember the terrain he’s already been through. Huzzah! Now I need items and enemies! Also I need to decide how I’m going to make this game unique and interesting…

As claimed in the previous update, my level gen code didn’t take much longer to complete. I can now generate an interconnected system of rooms and hallways, separated by doors. Making doors something that can be opened/closed will not be difficult once I actually get a character in and moving around. That’s the next goal: Dude and move. Then doors and vision. Then we work on stats, enemies, combat, inventories… so much left to do! But at least I’m already the furthest I’ve ever made it on a rouge-like, so I’ve already succeeded at something great!

That is currently the state of my game. I think you can already see what I’m going for, though: A single-screen rogue-like! I’ve always wanted to do a good rogue-like, but never gotten past the planning stages before, so I’m really excited for this one. Despite the simplicity of this screenshot, I’m actually very close to having full-on level generation up and working – You’ll see within a few hours.

As for pacing – I let myself get a solid five hours of sleep last night since I was wiped out from the week, and have taken a couple breaks for things like food and stretches so I’m about 6-7 hours into actual development time, split fairly evenly so far between design, research, and actual code time. Getting to be about 300 lines of code, by raw line count. More to come soon, I hope

Hi there. Nice to be part of a LudumDare again. Hope all of you’re enjoying this weekend.

My idea is not finalized. Have to go to bed and lucid dreaming about it. Maybe there are possible better ideas for a 48h competition. But here is, what I have so far:

Name of the Game: WhatHappendToBetelgeuse.

Plot: Earth founded a colony at Betelgeuse hundred of years ago. Colonists were traveling via generation spaceship. Successfully they founded a colony. After years contact to Betelgeuse gets lost. What happend. After many years mankind was building a ship with a stardrive engine to be able to look after Betelgeuse and the lost colonists.

Mechanics: Star map is generated randomly. Your ship is starting at earth to reach Betelgeuse. But every turn ship will use power, food and integrity. If you will reach Betelgeuse, you have to visit asteroid fields, plantes and unknown entities on the m,ap to restock your resources and improve the skills of the crew. If there is no food, your crew will loose skill and die after some time. If your energy cells are empty your ship will not move and you’ll loose everything. If integrity is low your ship will use more energy per move and finally will be destroyed.

Thats it so far … here is a rapidly created concept image

Now I have to sleep. Hopefully I’ll be back at 10am MET for development and livestreaming. Bye and good night!

Well, this game will not be my best Lumdum Dare attempt: right now, I struggle to add basic roguelike features: inventory, mobs, etc. And I have no idea how to add Line of Sight or Field of Vision with construct 2… I made an effective LoS once with Game Maker 8, but Construct 2 is really different. Anyway, I may finish something playable tomorrow for the Jam.

Well, I spent these last 6 hours working on a idea i liked (controlling dreams & nightmares of a character, his different conscience states, etc.), but the gameplay was really shitty, and I couldn’t improved it due to my limited skills with construct2… At the end, I started from scratch this afternoon, and now I’m working on a basic roguelike… yes, it’s not very original XD I wanted to create a roguelike since months anyway, and I didn’t have the time to start one, so, afterall, this Ludum Dare is the perfect moment to do it.

I will set the roguelike in a gold mine during the XIXth Klondike Gold Rush. Goals? collect gold nuggets, fight grizzly, avoid ghosts of dead prospector, etc. that kind of silly things.

Greetings from the Victory Garden team. For our Mini LD 50 submission, we demade Red Hook Game’s upcoming squad management roguelike Darkest Dungeon, in the style of a Gameboy classic! The game’s not been released yet, so we had to take liberties here and there, but we did our best to stay true to the spirit of the game. Feel free to share your feedback and High Scores over on the project page!

There are a lot more features we wanted to get to, including more monsters, Camp and passive Party Leader skills, a surface and dungeon shops, and a classic Text String save feature. If people like this well enough, we’ll put together a Post-Compo Version with these features and more. But after a few day’s rest… it’s been intense!

…or the stone tile floor, as the case may be.

All assets, design, and the game engine itself were produced for the Mini LD 50 Jam. Other than a pre-existing Java code base, and a handful of graphical assets, all content and features were created within 72 hours (with a small break taken between sessions, because it was a practice run). The game was coded using LWJGL, and managed via Trello. Audio was produced using BFXR, Reaper, and featured the Elder Thing VST plugin. Story stylistic development was inspired by Jean-Paul Sartre’s Huis Clos and Joseph Conrad’s Heart of Darkness. Character names came from Behind The Name.com, and additional names and literary references run the gamut from European and Greek Mythology, classic Combat RPGs, and H.P. Lovecraft, to works of gothic literature

If you like our stuff, feel free to check out our new devblog, Victory Garden Games, where we’ll be talking about LD plans, as well as some of our upcoming projects! Thanks a ton, and I hope you have a great time playing our game.